Character Sheet
Character Sheet
Isabelle Morgenthau
A Fisher

Isa (left) and her boyfriend Arren (right)

Hard Keen Calm Daring Wild
+4 -1 +4 +1 -1
Moves
Creepy: When a comrade sees you perform a ritual, overhears your prayers, or sees signs of your alienness, they lose Trust in you. Once they learn one of your Moves, they are no longer affected, but they gain Creepy as well.
Deep Ones:When you call out to your patrons, they give +1 forward on your next roll.
Blessing: When you dab fresh blood on an item roll +Calm. On a 16+, take both. On an 11-15, choose 1. Effects last 1 Routine.
  • Take +1 Ongoing with this item this Routine. (+5 Handling for a plane)
  • The item cannot break or be lost this Routine. (Armour 3/8+ for a plane)
On a miss, make a bigger sacrifice or the machine is damaged.
Ideomotor Response: Your plane effectively has a programmable autopilot. It does not have to be switched on and off; it "knows" when you are behind the controls.
Soul-Bound: When you paint a rune in blood on an aircraft, you are linked. While in flight, you can take incoming Structure damage as Stress, 1-1. You can take a hit that would strike a Component as Injury, or give incoming Injury to your Engine.
Written in Ink: When you get a tattoo to mark an major milestone, take 3 Stress , describe the tattoo and where it's inked, and link it to a Fisher move. Whenever you use that Move, lose 1 Stress (max 1 time per Routine per Move).
Bond: (Witch move learned from Wulf) When you hold an object of significance and make an emotional connection to it, take 1 Stress. The object becomes a magical Focus, and you learn it's Nature (Earth, Air, Water, Fire, Iron, or Blood).
Whispered Answers: You get visions.
Gifts from the Abyss: Your connection to the Deep Ones is physically changing you. Name the physically obvious mutation you have received and describe how it frightens or disgusts the unfaithful. It can be hidden, but not perfectly, and just seeing it will trigger Creepy. All XP advances now cost 1 less XP (minimum 1).
Strategist: When you lay out a plan of action, anyone following the plan (including you) can opt to use your stats on the roll if they are better, and roll Seize the Initiative with their best stat. This lasts until a comrade is wounded or events go drastically off script.

Mastery
The Bushwack
Ambush Predator: When you strike an enemy who is unaware of your presence, roll with Advantage.
Forced Evade: When you fire to scare an opponent off, spend 1 ammo and roll +Hard. On a hit, instead of dealing damage, choose one: Target dives 1, target climbs 1, target loses speed in a forced turn. On a 16+, roll attack dice on them anyway.
Momentum: When you dive onto a target, add +1 AP.
Scissors Snip: When you disengage, give an ally +3 towards dealing with your target.

Familiar Vices
- Drinking
- Prayer
- Dancing
- Cannabis

Intimacy Move
When you are intimate with another, choose one of you to get a hold. They can spend that hold to give the other a command: if followed, then forward to their next +Stat move, they will always score at least a partial hit, regardless of what the dice say.

If you use this move in the air, there are two holds, and they can be distributed however you agree.

The Company
People
  • Isabelle (Fisher): The PC. Was once an acolyte training at her village's temple, but fled abuse at the hands of the cult leader. Possibly the mortal avatar of the dark gods, and remarkably calm and patient, Isabelle is the world's most mature 19 year old. Which isn't saying much. 1 thaler per Routine.
  • Arren (NPC- Confidant/Observer): Your cute fish boyfriend, Arren is a sweet boy in way over his head, but he loves you more than anything. Artist, deeply empathetic, quietly devoted, everyone finds him hot. 1 thaler per Routine.
  • Wulf (Witch): Your girlfriend and a former bandit leader with a fractally tragic backstory. Basically incapable of impulse control, she puts on a confident mask to hide how much she's hurting. Her dad was a wolf. The world's only transgender pansexual half-fae witch. 1 thaler per Routine.
    • Hard +3, Keen +3, Calm -2, Daring +0, Wild +3 (Avenger)
  • Minna Hammerl (Soldier): Highly trained soldier from a military junta, who exiled her due to her autism. The squadron's second in command, the most beautiful woman in the world, and the only person on this crew of idiots whose life doesn't revolve around getting laid. Does not use contractions. 1 thaler per Routine.
    • Hard +4, Keen +1, Calm +2, Daring -2 (Professional)
  • Heinrich Engel (Student): Political science student working on his thesis-slash-manifesto. Mentor in a queer society back home, he's the one who actually knows things about stuff. Deeply camp. "i think if heinrich tried to not say stupid things he would suffer a toxic buildup and fucking die"
    • Hard -1, Keen -1, Calm +2, Daring +2
  • Anny Meldgaard (NPC - Mechanic): A young half-Fischer, half-Himmilvolk woman from Piav, trained by the mechanics there. Looking for adventure and her origins. Blushes pink?
  • Ronja Devapala (NPC - Non-Combat Pilot): Anny's friend from Piav, descendant of Skyborn but adopted by locals, unsure who she is. Enthusiast of sarcasm and the only person on the crew with her shit mostly together.
Temporary Members
  • Marcus (Farmer): A Macchi native. He goes where Lyse goes. Flies a specialized seaplane with a precision rifle.
  • Lyse (Scion): A bastard child of a Sopwith noble family. Flies a V-engine triplane conversion.
  • Ann-Lise Holms (Revenant): The ghost of famed Great War ace Stormcloud, the best female fischer ace of the war. Flies a 200hp KW-AN.

Aircraft
  • Isa & Arren's Plane: A Teicher Möwen seaplane. Steel frame, liquid-cooled engine. Deeply possessed. 1 thaler per Routine.
  • Fang Howl: Wulf's helicopter. An experimental pre-war model. Liquid-cooled radial. Three wolf moon. 1 thaler per Routine.
  • Pup: Wulf's Kreuzer Skorpion prototype retrieved from a sealed hanger. Gets a lot out of an underpowered engine.
  • Minna's Kobra: An inline-engine powered, wood framed fighter. All around an excellent machine. 1 thaler per Routine.
  • Heinrich's Reconstruction: A canard plane with a 30mm cannon in the nose. Awkward and unstable but hits like a train. 1 thaler per Routine.
  • The Pioneer: A huge 3 engine'd cargo plane with capacity for two airplanes and an additional eight people. 3 thaler per Routine.
Stress XP Mastery
7 3 2
Cash Expenses Value
22 14 11
Vice Track: ☐☐☐☐☐
9 Victories​
You're welcome
 
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The point of having a fixer is that we can roll again, For just such an occasion. The town is reeling, and this does suck, but we are not a leader in the March of Dimes. We are a leader in a business, with employees that are depending on this business for them to live.
 
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The point of having a fixer is that we can roll again, For just such an occasion. The town is reeling, and this does suck, but we are not a leader in the March of Dimes. We are a leader in a business, with employees that are depending on this business for them to live.
The point of having a fixer is so that we can roll badly once and not get immediately owned. We have rolled badly once.
 
[X] Do not roll.

repairs are more important than cash IMO- better to get repairs and move on, then to *not* get repairs and move on with slapdash patchwork
 
Well, read the novel and am finally up to date. I was already in love with the world as soon as I learned about it. Great War plus post-apocalypse plus Ghibli? And it's queer too? That's exactly my kind of thing.

But then I read the story and fell in love with all the characters, despite their fetish for speed and inline engines. (Is it even a plane if it's not trying to spin itself apart?) Isa is fantastic, I love seeing her learn and grow and find herself. Arren, well, best boy that we all want and none of us deserve.

Wulf is woof, what a girl. I can see why Isa instantly decided to get with her. Also a big influence on me making my own Flying Circus characther trans and, uh, figuring out stuff about myself. I honestly really love Wulf and Arren's relationship. It's strange and messy but it somehow works. Part of me would like to see how they'd manage minus Isa.

Minna is best girl, even with her anti-rotary stance. Very glad she's got a new plane, she deserves only good things.

I'm sure the Minnows would have imploded in a very messy way without Heinrich's smarts and snark.

Lyse and Marcus are still comparatively new (have they even signed on yet?) but both very promising, despite reveling Sopwith lore that will require some re-writes of my own stuff.
 
Glad to have you!

All my quests are currently on hiatus until I finish Lieutenant Fusilier in the Farthest Reaches, but then my plan is to turbo through the end of this one (we're very nearly there!) and start the third quest ASAP, with the start of the new year if I don't totally drop the ball. I love these characters so much and I can't wait to write more with them.
 
Oh good, I was wondering what had happened to this. Glad to see it hasn't been forgotten...
 
7-14: It's Time For...
The rest of the planes come down for quick landings, staggering out of their planes unsteadily. Everyone looked equal parts elated and exhausted, that wrung out euphoria of a hard-fought victory as they all simply pitched over into the shade of the hangers, half out of their flying gear as you approach.

"No injuries? Planes okay?" you asked, and Minna, lying on her back hugging her flying mask to her face, gives you a slow thumbs up.

"Two kills. Good mission." she muttered, staring up at the sky. "Good."

"There's a few holes in my wing, but Anny's already patching it." Heinrich said. "We gave a lot better than we got, but I don't know if the same can be said about the militia. Or the town."

"I think they were looking for the keys we took off them." you explained, "Is everyone going to be good to fly? We need to go, now."

"Once Wulf gets back and we refuel, I imagine..." Lyse said, and you felt a sudden grip of panic, looking over the group. Of course she wasn't there, you were so distracted...

Then you heard it, the buzz of her engine, and something passed overhead. Banking around, her plane touched down roughly, bouncing off the hard dirt field before rolling to a stop, the propeller and its counter-spinning engine grinding to a halt. She was climbing out before it even stopped rolling, dropping out to the dirt and pulling her filter mask and goggles free, clumsily taking her eyepatch with it, grinning massively.

"Got the bastard! Got him!" she cried, "Guess who just made ace!"

A ragged cheer went up from the group, and you ran over to pull her into an embrace, which she swiftly turned into dipping you in a kiss.

"It's nice to have you back." you whispered, and she smiled massively, fidgeting to get her eyepatch back in place.

"I'd say we should celebrate but, uh... the place isn't looking so good." she said, looking around nervously. "I didn't much like the place, but..."

"We're leaving as soon as we can." you assured her. "Then... then we're going to celebrate."

You stay barely twenty more minutes, just enough time to dump fuel into the tanks and roll the Pioneer out onto the field, to eat a simple meal and try to wipe the oil off your face, doing little more than smudging it around. The town's mechanics and guards were pulled away to assist with rescue efforts, though when Minna explained the Minnow's would be leaving the official they'd dispatched to the airfield seemed to barely care one way or another. Despite that fact you almost certainly brought this onto the poor town, you also couldn't help but find that a little offensive, that you'd all fought in defence of the town and they couldn't even muster a thank you. It was exactly the sort of absurd reaction that came with the retreating adrenaline, and you tried not to dwell.

Angello was pulled from the gun pit by a few of his comrades and taken away by stretcher, one side of his body a ragged ruin from a strafing run, his broken glasses left in the dirt.

But soon, you'd climbed back in your plane, the radiator pipe patched properly and wrapped in a rag just to be sure, and the team took back off, following your compass. You were just going to drive to the coast and begin working your way up toward the islands as fast as possible: events had made it clear that you could no longer afford to wait. You picked a town at random off a list for the first refuelling stop and set off, buzzing out over the mountain pass in a tight formation, already exhausted. Six more hours to flying to go.

---

In the next six and a half hours, you flew nearly a thousand kilometres.

The landscape that rolled before you was beautiful, as the mountains slowly became lower and the sea closer, the sun seeming to loom nearer in the sky with each hour. You flew just along the edge of the water, a vast stretch of pure, bright blue so unlike home, vast flocks of white seabirds darting about below you as you passed over small fishing villages nestled in the rocks, long-broken cities like stains on the landscape, and farming valleys with vast fields of wheat and corn tucked away at the edges of the world. As you travelled, you started to see more and more boats, nearly as many as you saw planes, some nearly as large as airships floating past. One sent up a signal flare and began weaving frantically as you approached, while the crew and passengers of another waved excitedly at you instead.

When you eventually put down, it was on a small island off the coast, a strange half-mountain rising from the sea, with a short rocky cliff face on one side and a long slope to a beach on the other. The island was overrun with greenery, with civilization limited to a small outpost and airfield at the clifftop, a radio tower and a cluster of houses and shops huddled behind AA guns, plus a carved path along the edge of the cliff down to the beach. It was late in the afternoon now, the sun still lingering in the sky, and with fuel beginning to look a little low and everyone signalling their exhaustion, you ordered the planes down, coming to a soft landing against the grass.

---

I promised it, and it's happening.
BEACH EPISODE
You have seven stress so you should deal with that! Also, we will be moving to the final confrontation and the end of the quest soon! So let's wrap things up! This is PRIME snippet vote time.

[ ] Write In: Beach Episode Stuff!​
 
Beachepisode beach episode beach episode aaaaaaaaaaa!

[X] Somebody demands to know if Fischers can tan. For purely scientific reasons, of course.


god I feel like I should reread the whole quest to come up with better things auuu
 
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